Yeah, that's a good point. A C unit that is using f() won't necessarily include f's implementation if it is defined somewhere else. It may create a (weak?) reference to f() and leave the rest to the linker. However to compile correctly it would *normally* include a header where f() is declared to at least check that f() is accessed using the correct interface, so f's declaration would normally be pulled into a unit.
In C++ what to include into a unit and what not to include is a bit more complicated especially if templates are involved (which is usually the case), but perhaps such details are out of the scope of this mailing list. But yeah, i didn't realize that my email might be misleading in that regard, sorry about that. вс, 15 нояб. 2020 г. в 18:19, Robert Engels <reng...@ix.netcom.com>: > > Object files do not contain dependencies except for code that the compiler > inlines. It has linkage referees that are resolved during linking. > > On Nov 15, 2020, at 8:05 AM, kev kev <kevthemusic...@gmail.com> wrote: > > Reading Alekseys description, it does seem to be making a bit more sense. > The C/C++ compilers use a "file" as a compilation unit. A file is converted > to an object file which must contain all of its dependencies. So the includes > will need to copy all of the code that they are importing into the file that > is being compiled. > > In Golang, the object file is more of a blackbox which contains only the > necessary data that is needed. I'm assuming that "necessary" relates to type > checking and symbol resolution mostly. > > It seems that one key difference is that Golang uses a package as a > compilation unit, while C++ uses a file. If Golang used a file also and not a > module structure, then it seems that similar issues or a significant decrease > in performance would be observed. You would have more object files for one > and there would be more dependencies between files. > > > > On Saturday, 14 November 2020 at 05:57:27 UTC aleksey...@gmail.com wrote: >> >> There is no direct relationship between headers and object files in C >> or C++. Compilation process is two stage: >> >> 1. Source files are compiled into object files >> 2. Object files are linked together into executable of sorts >> >> (Actually it's a three stage process, but i'm going to describe it >> using two stages). >> >> Stages are isolated from each other and to some extent autonomous. >> Object files are kind of intermediate representation of source code >> that is later used to produce machine code. I'm sure someone can >> correct me on this, but for the sake of simplicity, i think it's OK to >> think of them as of IR. >> >> When *compilation unit* is compiled into an object file, it is also >> separated from other units. To compile it separately from other units >> all relevant source code has to be pulled into the current unit and >> compiled. So `#include <something.h>` doesn't include just >> something.h, it includes something.h, then all includes that >> something.h includes and so on. This is a process similar to >> amalgamation of source code, everything is copied into one place and >> then compiled as a single unit. After all units are compiled, they >> might be joined together by a linker either into a static library, >> dynamic library or executable. >> >> This is actually more sophisticated than that, but it does allow you >> to do some cool stuff like you can compile your source code into >> objects, then ship object files and then link them elsewhere. In fact, >> static libraries are just a bunch of object files packed together, but >> headers are still required because you need symbol names to refer to >> on source code level, therefore libraries are shipped with headers: >> you compile with headers and then link with objects. >> >> Since it's the separate stages, you could, for instance, write your >> own headers for 3rd party objects, think open source headers for >> closed source DirectX SDK. >> >> This description is very superficial and doesn't cover a lot of what >> is really going on. The process is very flexible and allows to do all >> kinds of stuff in various combinations. Alas this process is also not >> very fast and requires some costly steps like you need to pull all >> required source code into a single unit to compile it. >> >> Modern C++ is also using a lot of templates, even if you're not >> writing templates, you're going to use templates from the standard >> library and to use templates you need to transform (instantiate) each >> template into concrete code and then (simply put) compile instantiated >> template as regular non-templated source code. Because every >> compilation unit is being "amalgamated", this process has to be >> repeated for every unit, which also takes some time. >> >> There is such thing as C++ modules, but they are quite new >> (standardized like a month ago) and not yet widespread. I think they >> should be more similar to Go *packages* when source code files are >> logically joined into a single entity and for that entity another >> intermediate representation is created which is called BMI (binary >> module interface) even though it doesn't have to be binary, so >> sometimes it's called CMI (compiler module interface). >> >> This CMI is basically a compiler cache, a package, or in terms of C++, >> a module interface, can be compiled once and then reused to compile >> object files without recompiling the same source code for every unit. >> >> Regarding how packages compilation actually works in Go - this is an >> interesting topic. I'm afraid i won't be able to explain it more or >> less correctly and i would be glad to read about it too. >> >> сб, 14 нояб. 2020 г. в 04:17, kev kev <kevthem...@gmail.com>: >> > >> > >> > Thanks for the answer. If C/C++ has object files, is it not possible to >> > see “something.h” and then fetch the corresponding object file? >> > >> > With go, if I import “package something” and that package imports another >> > package called “package bar” then at some point I will need to compile >> > “bar” and “something”. This to me is like your header example. >> > >> > I think you are maybe saying that this traversal is only done once for >> > golang and the information is stored in an object file? While in C, the >> > header traversal is done each time I see include? >> > On Saturday, 14 November 2020 at 00:14:41 UTC Kevin Chowski wrote: >> >> >> >> C/C++ also has object file caching (depending on how your build is set >> >> up, I guess). In C/C++ the issue is that you need to possibly open a >> >> large number of header files when you import any header file. >> >> >> >> For example, if I write a file "main.c" which imports "something.h", >> >> which in turn imports "another.h" and "big.h", and compile just main.c, >> >> the compiler has to open all three header files and include them in the >> >> parsing of main.c in order for the compilation to correctly move forward. >> >> In Go, the compiler arranges things such that it only has to open one >> >> file per package that is imported. The post you linked goes into greater >> >> detail, so I will avoid duplicating the details for now, but feel free to >> >> ask a more specific question and I can try to answer. >> >> >> >> There's a bit of nuance there, which the post also goes into: Go's >> >> strategy ends up requiring that some package much be compiled before any >> >> package which imports it is compiled. In C/C++ the ordering is a little >> >> more flexible due to the more decoupled nature of header files, meaning >> >> that theoretically more builds could occur in parallel. But I suspect >> >> that in your average Go program the dependency tree would still allow you >> >> to execute a large number of builds in parallel. >> >> >> >> Also note that the article claims this is "the single biggest reason" Go >> >> compilation is fast, not the only one. There are lots of smaller, yet >> >> important, reasons as well. For example, parsing the language is pretty >> >> straightforward because it is not very complex, and linking the final >> >> binary together is continually being optimized. Plus there are no >> >> turing-complete meta-language features like the templates C++ compilers >> >> have to deal with ;) >> >> >> >> As for your following, the whole set of files in some package are the >> >> compilation unit, at least as far as I understand the terms. This is >> >> because if a.go and b.go are both in the same package (e.g. in the same >> >> directory), code in a.go can call code in b.go without explicitly >> >> declaring anything. So before the code in a.go can be fully compiled into >> >> an object file, b.go must be considered as well. >> >> On Friday, November 13, 2020 at 3:54:34 PM UTC-7 kev kev wrote: >> >>> >> >>> I recently read the post by Rob Pike about language choices for Golang: >> >>> https://talks.golang.org/2012/splash.article#TOC_5. >> >>> >> >>> The seventh point refers to how Golang handles dependencies. It mentions >> >>> an "object file" for packages that a _dependent_ reads. >> >>> >> >>> Below I go through my interpretation of this section: >> >>> >> >>> Example: >> >>> >> >>> package A imports package B. >> >>> >> >>> When I compile package A, package B would have already been compiled. >> >>> What package A receives is not the AST of package B, but an "Object >> >>> file". This object file only reveals data about the publicly accessible >> >>> symbols in that package. From the example, if B had a private struct >> >>> defined inside of it, this private struct would not be in the object >> >>> file. >> >>> >> >>> This part seems to make sense for me, hopefully I did not make any >> >>> mistakes. >> >>> >> >>> It seems that the speedup compared to C/C++ is because the object file >> >>> is created once per package, while in C/C++ you need to re-compile the >> >>> thing you are including each time? >> >>> >> >>> Followup question: >> >>> >> >>> Is a single file a compilation unit or is it a package? >> >>> >> >>> Thanks >> >>> >> > -- >> > You received this message because you are subscribed to the Google Groups >> > "golang-nuts" group. >> > To unsubscribe from this group and stop receiving emails from it, send an >> > email to golang-nuts...@googlegroups.com. >> > To view this discussion on the web visit >> > https://groups.google.com/d/msgid/golang-nuts/2e237e13-37c9-4741-8ea1-67f813923fafn%40googlegroups.com. > > -- > You received this message because you are subscribed to the Google Groups > "golang-nuts" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to golang-nuts+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/golang-nuts/1f55ed1f-de3f-4950-8b1f-c81feaaa8772n%40googlegroups.com. > > -- > You received this message because you are subscribed to the Google Groups > "golang-nuts" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to golang-nuts+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/golang-nuts/774661CD-0F92-4F72-ABA8-03F0B585E3C8%40ix.netcom.com. -- You received this message because you are subscribed to the Google Groups "golang-nuts" group. 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